I've just completed Hell; I'm a level 60 Wizard. Here are tips, regrets and notes on leveling my wizard, in no particular order:
*Do not level blacksmithing till 60. You simply don't need it. Spend the money keeping your weapon/gear current from the AH. Don't worry about crafted stuff - it's simply too expensive to level and craft things.
*Ray of Frost/Disintegrate do not critically hit. Probable bug, and a very crippling one. These are most likely your best ST/AoE spells respectively till 59.
- Thus does not work with Shocking Aspect.
*I generally use three survivability cooldowns, have from the very start. Force Wave (Runed Stun) Frost nova (Runed CD) and Diamond Skin (Runed Prism). I can't imagine getting by with less then two.
*I figured out Ray of Frost(Snowblast), even though it cannot crit, is better DPS then any signature spell. With 120 Arcane Power, casting for 15 seconds at 280% DPS is better DPS then MM for 25. It also has the perk of being tremendous burst. ROF is the clear winner, single target, if you can stand still.
*Prism synergy with Channeled Spells is superb.
*Treasure goblins, if knocked back away (a la Wave of Force) from their summoned portal, will have to take the time to cast a new one, dramatically increasing your time to kill them (and making it fairly easy to do so)
*Mortar enemies are too strong. Illusionists are not strong enough.
*Sell ALL your rares not good enough for the AH to venders for gold. Don't salvage them. It's pointless. It's questionable, even erroneous, to salvage non-inferno/hell blues period.
- Sell back old AH equipment you have outgrown to the AH! you'd be surprised at how many people still think BoP applies.
*Slowly leveling jewelcrafting to craft your own gems is advised.
*Pick up all the JC/BS scrolls/Books you see, for later, when you DO level BS at 60.
*Hydra is most useful, but difficult to work in your build (you'd have to drop to two surv. skills, probably impossible in Inferno)
*Disintegrate is the best spell in a wizard's arsenal. I simply cannot stress how GOOD this spell is, especially with Intensify.
Any chance other experienced wizards can add tips (but linking their chars so we dont get newbie from normal teaching us how to play) and make this sticky?
I personally use diamond skin and energy armor with force armor rune, its sooo op, getting hit max 35% saved my life countless times.
Also magic weapon with force weapon rune increases dmg a lot, check out how awesome it is,
*Ray of Frost/Disintegrate do not critically hit. Probable bug, and a very crippling one.
Has there been any proof of it? Because my experience taught me otherwise.
I have some +AP on crit gear and I can see that my AP jumps up quite a lot most of the time... Sometimes from half to full in few seconds.
I used Wave of Force and Frost Nova all the way up until 60, and until the end of Hell, however I have dropped both of them for Inferno.
My current build which I have managed to get through entire Act I inferno up to Butcher (working on him at the moment). Definitely not perfect, and haven't tried much else so there's some room for improvement:
A tip for Inferno blue/gold packs that you find too hard to kite, take them to a dungeon entrance exit. From there you can go out, pop Diamond Skin, go in and get a few shots off, go out, rinse and repeat until dead. This is a massive cheese and I kind of feel bad doing it, but oh well.
Ray of Frost and Disintegrate indeed do not crit, I thought that was misinformation the last time I saw someone say it. It's very easy to test, go turn off damage numbers and turn on crit numbers and go around killing things with only disintegrate (do NOT use chaos nexus rune, the little lasers might crit, untested on that). You will not see a single damage number jump up even if you have crits on.
Mortar is not hard, there is a sweet spot between the range mortar hits and where melee is. Pop your defensives and stand close, lay waste to 'em, then run away until defenses are back. Even with mortar they can't necessarily hit you if you're running... exception being jailor/vortex.
Also I believe you're incorrect about treasure goblins. I have frozen, knocked back, and done pretty much everything possible excluding molesting to a treasure goblin while he was casting his portal. You can knock him away and he just disappears regardless. I see it all the time in a 4 player game when one person engages the goblin before others are near enough to start DPSing.
Familiar with sparkflint, and magic weapon with force weapon increase your dps drastically to the point where I haven't needed frost nova for every pack.
Haven't had any trouble throughout Hell, aside from dying once or twice to the mortar jailer combo packs, but I'm usually able to nuke down a majority of them before I die, making the rest of them fall over once I resurrect. I swap out familiar for frost nova when I feel like I need a little more control on a certain pack of mobs.
My stats are mainly vitality and intelligence, and I've had luck with items so I haven't felt a real struggle yet. Can't wait to test out Inferno by tonight or tomorrow.
Disintegrate cannot crit, however Chaos Nexus damage can. While I can't say for certain, it certainly seems like when you are in range for Chaos Nexus damage, Disintegrate is significantly higher damage than Ray of Frost. Does anyone know the cast speed of the Chaos Nexus lasers? They seem to be 3-4x faster than your weapon speed, which would put that damage at 120% or 160%. Added to the 155% of Disintegrate, and you get 275% or 315% weapon damage. Obviously I could be wrong in my estimation of how fast those little lasers fire, but even at 3x the speed you are doing greater damage (through crits) than Snow Blast runed Ray of Frost. The downside, obviously, is having to stay within range.
Treasure goblins can be knocked from their portal a couple of times, but if you don't kill them fast enough they start to ignore any interruptions.
Tip of my own: Slow Time can get you killed if you aren't careful. By slowing a ton of missiles, as soon as the time bubble expires you get all of those stacked on top of each other. It is much better to ignore Slow Time and just kite so you can avoid missiles or let them get absorbed by diamond skin.
Can pretty much clear Act I without dying at the moment. Farming up items to get into Act II. I'm also thinking of changing Archon to Blizzard (Stark Winter), as Archon seems to be too situational (only good for bosses).
So I've been playing Diablo for a year and a half and this is my first guide so forgive my slight differences in opinion to the rest of the people on here
I'm currently on paragon level 143 and I have the following equipment
It is imperative that if you're like me you get the entire vyrs set to make sure your archon is at it's best if not then don't even bother looking here
My stats are as follows
Damage without the skills I will later mention: 1189k 1619k with skills
Toughness:5589k
Life per sec: 5458
Intelligence:9431
Vitality: 4956
Critical chance :64.30
Critical hit damage: 408
Life:523,771
Resistancesfire,cold,lightning,poison: 1034 74.71+16.99=91.?? something. Pretty good right? Excuse the question marks doing this off my head just by looking at the screen
Arcane/holy: 1177 77.08+16.99 94.07
Physical: 1319. 79.03+16.99 96.02
Attacks per second:1.60
Paragons are mainly focused on intelligence, attack speed, life, and life per hit
Not bragging just a basic break down, there are people that will whip me senseless.
So it's well known that unless you've got some super speedy gear. wizards can be slow
I prefer to focus on an arcane boosting build
So, my skills are as follows
Magic missile:charged Blast or conflagera i have good arcane boosting gear and fire boosting gear
Energy armour: pinpoint barrier I choose this to make a small boost to my damage. I prefer it cause my resistances are already freaking high
Familiar: sparkflint never too much damage ey?
Magic weapon:force weapon more damage
Meteor: molten impact although it has a cooldown it isn't that long. And per meteor I do 53 million on impact and a further 10+ million damage per meteor
Archon: combustion although cause of vyrs set you get everything it's really useful with hordes of enemies and the occasional boss with lackees, but it does require a bit of tuning
My passives are:
Glass cannon: I use this to get again boost damage 15%. it may decrease my armour and resistances 10% but as you can see above my resistances are perfect so I prefer the damage boost
Elemental exposure: with this little booster I like to use my arcane and fire damage so there's a pretty good stack of up to 20% on an enemy great for bosses .more damage. less time wasted on pointless enemies.
Evocation: cooldown reduction by 20 percent Cooldown reduction is quite possibly the best thing to have, since I didn't think to put it in my equipment i put it here, my meteor is now 12 seconds instead of 15 makes a difference in tight situations archon cooldown is now 80 including the vyrs set bonus which will be explained seconds. Good for when you don't have much of a challenge
Blur: decrease damage taken by 17 percent I like a good decrease
So for equipment I have the entire vyrs set and a few other things
The set bonus for vyrs set is as follows
Set 2: +500 intelligence good if u want to grow smarter. Koke
Set 4: archon skill gains every rune. Now this is an absolutely amazing little trick which lets you get all the stuff in archon at once. Can never have to much right ?
My chest and leg armour have 2 to 3 sockets with flawless royal topaz's in every socket
Weapon : hallowed baton socketed with flawless royal emerald, +130 percent critical hit damage, boosts fire damage, intelligence and vitality.
Off hand: cosmic strand socketed with flawless royal topaz it gives me an amazing damage boosts of +344-414 damage, +981 intelligence with topaz, +670 intelligence and +9 percent ciritical hit chance I don't care about the teleport rune thing I don't use it so don't mind it
Belt : witching horror +500 intelligence, +7 percent attack speed, +37 percent critical hit damage I wish it was more and the rest I don't care about
Helm: leorics crown: +737 intelligence, +734 Vitality, +6 percent critical hit chance and Bit of physical resistance and area damage which I don't care for
Amulet: haunt of vaxo: +20 percent fire skill damage love this, +728 intelligence, +59 percent critical hit damage why can't it be more damnit , +10 percent critical hit chance and 2 other irrelevant bonuses
For the rings I have to rare quality rings which are almost identical: the fang 2 of them +395/+398 intelligence and then the rest is the same, +408 vitality, +49 perentp critical hit damage, +6 percent critical hit chance and a few other things
Wrists: guardians aversion: +19 percent critical hit damage, +499 intelligence, +492 vitality, +5 percent critical hit chance and a few other bonuses
*Do not level blacksmithing till 60. You simply don't need it. Spend the money keeping your weapon/gear current from the AH. Don't worry about crafted stuff - it's simply too expensive to level and craft things.
*Ray of Frost/Disintegrate do not critically hit. Probable bug, and a very crippling one. These are most likely your best ST/AoE spells respectively till 59.
- Thus does not work with Shocking Aspect.
*I generally use three survivability cooldowns, have from the very start. Force Wave (Runed Stun) Frost nova (Runed CD) and Diamond Skin (Runed Prism). I can't imagine getting by with less then two.
*I figured out Ray of Frost(Snowblast), even though it cannot crit, is better DPS then any signature spell. With 120 Arcane Power, casting for 15 seconds at 280% DPS is better DPS then MM for 25. It also has the perk of being tremendous burst. ROF is the clear winner, single target, if you can stand still.
*Prism synergy with Channeled Spells is superb.
*Treasure goblins, if knocked back away (a la Wave of Force) from their summoned portal, will have to take the time to cast a new one, dramatically increasing your time to kill them (and making it fairly easy to do so)
*Mortar enemies are too strong. Illusionists are not strong enough.
*Sell ALL your rares not good enough for the AH to venders for gold. Don't salvage them. It's pointless. It's questionable, even erroneous, to salvage non-inferno/hell blues period.
- Sell back old AH equipment you have outgrown to the AH! you'd be surprised at how many people still think BoP applies.
*Slowly leveling jewelcrafting to craft your own gems is advised.
*Pick up all the JC/BS scrolls/Books you see, for later, when you DO level BS at 60.
*Hydra is most useful, but difficult to work in your build (you'd have to drop to two surv. skills, probably impossible in Inferno)
*Disintegrate is the best spell in a wizard's arsenal. I simply cannot stress how GOOD this spell is, especially with Intensify.
Also magic weapon with force weapon rune increases dmg a lot, check out how awesome it is,
Has there been any proof of it? Because my experience taught me otherwise.
I have some +AP on crit gear and I can see that my AP jumps up quite a lot most of the time... Sometimes from half to full in few seconds.
They're flaw is obvious, stand in melee range and they cant do shit.
My current build which I have managed to get through entire Act I inferno up to Butcher (working on him at the moment). Definitely not perfect, and haven't tried much else so there's some room for improvement:
http://us.battle.net/d3/en/calculator/wizard#UcmXSO!aYb!YccaZY
Been doing a bit of reading and am going to try this for butcher tonight:
http://us.battle.net/d3/en/calculator/wizard#acRXSO!TYg!aabaZY (I'm not sure if I will benefit more from Venom Hydra, or Improved Archon, will try both)
A tip for Inferno blue/gold packs that you find too hard to kite, take them to a dungeon entrance exit. From there you can go out, pop Diamond Skin, go in and get a few shots off, go out, rinse and repeat until dead. This is a massive cheese and I kind of feel bad doing it, but oh well.
Mortar is not hard, there is a sweet spot between the range mortar hits and where melee is. Pop your defensives and stand close, lay waste to 'em, then run away until defenses are back. Even with mortar they can't necessarily hit you if you're running... exception being jailor/vortex.
Also I believe you're incorrect about treasure goblins. I have frozen, knocked back, and done pretty much everything possible excluding molesting to a treasure goblin while he was casting his portal. You can knock him away and he just disappears regardless. I see it all the time in a 4 player game when one person engages the goblin before others are near enough to start DPSing.
http://us.battle.net...SORj!aXb!aZZZba
Familiar with sparkflint, and magic weapon with force weapon increase your dps drastically to the point where I haven't needed frost nova for every pack.
Haven't had any trouble throughout Hell, aside from dying once or twice to the mortar jailer combo packs, but I'm usually able to nuke down a majority of them before I die, making the rest of them fall over once I resurrect. I swap out familiar for frost nova when I feel like I need a little more control on a certain pack of mobs.
My stats are mainly vitality and intelligence, and I've had luck with items so I haven't felt a real struggle yet. Can't wait to test out Inferno by tonight or tomorrow.
Treasure goblins can be knocked from their portal a couple of times, but if you don't kill them fast enough they start to ignore any interruptions.
Tip of my own: Slow Time can get you killed if you aren't careful. By slowing a ton of missiles, as soon as the time bubble expires you get all of those stacked on top of each other. It is much better to ignore Slow Time and just kite so you can avoid missiles or let them get absorbed by diamond skin.
http://us.battle.net/d3/en/calculator/wizard#cRmXSO!bYX!abcaZY
Can pretty much clear Act I without dying at the moment. Farming up items to get into Act II. I'm also thinking of changing Archon to Blizzard (Stark Winter), as Archon seems to be too situational (only good for bosses).
Ok
So I've been playing Diablo for a year and a half and this is my first guide so forgive my slight differences in opinion to the rest of the people on here
I'm currently on paragon level 143 and I have the following equipment
It is imperative that if you're like me you get the entire vyrs set to make sure your archon is at it's best if not then don't even bother looking here
My stats are as follows
Damage without the skills I will later mention: 1189k 1619k with skills
Toughness:5589k
Life per sec: 5458
Intelligence:9431
Vitality: 4956
Critical chance :64.30
Critical hit damage: 408
Life:523,771
Resistancesfire,cold,lightning,poison: 1034 74.71+16.99=91.?? something. Pretty good right? Excuse the question marks doing this off my head just by looking at the screen
Arcane/holy: 1177 77.08+16.99 94.07
Physical: 1319. 79.03+16.99 96.02
Attacks per second:1.60
Paragons are mainly focused on intelligence, attack speed, life, and life per hit
Not bragging just a basic break down, there are people that will whip me senseless.
So it's well known that unless you've got some super speedy gear. wizards can be slow
I prefer to focus on an arcane boosting build
So, my skills are as follows
Magic missile:charged Blast or conflagera i have good arcane boosting gear and fire boosting gear
Energy armour: pinpoint barrier I choose this to make a small boost to my damage. I prefer it cause my resistances are already freaking high
Familiar: sparkflint never too much damage ey?
Magic weapon:force weapon more damage
Meteor: molten impact although it has a cooldown it isn't that long. And per meteor I do 53 million on impact and a further 10+ million damage per meteor
Archon: combustion although cause of vyrs set you get everything it's really useful with hordes of enemies and the occasional boss with lackees, but it does require a bit of tuning
My passives are:
Glass cannon: I use this to get again boost damage 15%. it may decrease my armour and resistances 10% but as you can see above my resistances are perfect so I prefer the damage boost
Elemental exposure: with this little booster I like to use my arcane and fire damage so there's a pretty good stack of up to 20% on an enemy great for bosses .more damage. less time wasted on pointless enemies.
Evocation: cooldown reduction by 20 percent Cooldown reduction is quite possibly the best thing to have, since I didn't think to put it in my equipment i put it here, my meteor is now 12 seconds instead of 15 makes a difference in tight situations archon cooldown is now 80 including the vyrs set bonus which will be explained seconds. Good for when you don't have much of a challenge
Blur: decrease damage taken by 17 percent I like a good decrease
So for equipment I have the entire vyrs set and a few other things
The set bonus for vyrs set is as follows
Set 2: +500 intelligence good if u want to grow smarter. Koke
Set 4: archon skill gains every rune. Now this is an absolutely amazing little trick which lets you get all the stuff in archon at once. Can never have to much right ?
My chest and leg armour have 2 to 3 sockets with flawless royal topaz's in every socket
Weapon : hallowed baton socketed with flawless royal emerald, +130 percent critical hit damage, boosts fire damage, intelligence and vitality.
Off hand: cosmic strand socketed with flawless royal topaz it gives me an amazing damage boosts of +344-414 damage, +981 intelligence with topaz, +670 intelligence and +9 percent ciritical hit chance I don't care about the teleport rune thing I don't use it so don't mind it
Belt : witching horror +500 intelligence, +7 percent attack speed, +37 percent critical hit damage I wish it was more and the rest I don't care about
Helm: leorics crown: +737 intelligence, +734 Vitality, +6 percent critical hit chance and Bit of physical resistance and area damage which I don't care for
Amulet: haunt of vaxo: +20 percent fire skill damage love this, +728 intelligence, +59 percent critical hit damage why can't it be more damnit , +10 percent critical hit chance and 2 other irrelevant bonuses
For the rings I have to rare quality rings which are almost identical: the fang 2 of them +395/+398 intelligence and then the rest is the same, +408 vitality, +49 perentp critical hit damage, +6 percent critical hit chance and a few other things
Wrists: guardians aversion: +19 percent critical hit damage, +499 intelligence, +492 vitality, +5 percent critical hit chance and a few other bonuses
Vyrs chest armour: 3 sockets, 1271 intelligence, +1 percent critical hit chance
And a few other things
Shpulders: corruption, +434 intelligence, +455 vitality, +14 percent life and a few other things
Vyrs gauntlets: +652 intelligence, +95 resistances, +34 percent critical hit damage working on it , +9.5 percent critical hit chance
Legs: vyrs finery: 2 sockets, +1004 intelligence, +494 vitality, +93 resistances
Feet: vyrs boots: +448 intelligence, +499 vitality and a few other things
So that's everything
It's not a basic Guidline to higher level runs. A tip here and there. No tricks about it just hard work. Hunt well
Notice that I didn't name the vyrs equipment entirely cause I don't know how much space there is
Enjoy guys
Hope I helped